Trainline by someone
Build railways, Deliver goods. Get stuck in endless loops.
Spent far too much time trying to get the trains to follow the tracks properly that I failed to make it a game.
The intention was to set up automation rules rather than having to manually control the signals. It did not happen.
As is you can only create tracks and make some money by carrying goods between stations.
Controls:
- WASD: move
- Right click to rotate camera
- Left click to select objects, to change points, and to change signals
- Del to delete the selected train
- Space to pause then game
Build stations next to a track and they will be assigned random supply and demand values.
Stop a train next to a station to automatically load or unload.
Don't create too sharp corners or everything will break horribly.
Post Jam Version
I have now uploaded a post-jam version here that has the automation system I wanted to add but spent too long struggling with the track editor and getting the trains to follow them properly.
It also adds towns to the world so there are actual places to transfer goods between.
The track editor has also been greatly improved and the disabled buttons for placing signal boxes and demolition now work.
I am quite pleased with how this version turned out. The actual jam entry is sorely lacking some crucial features.
Ratings
| Overall | 827th | 2.583β | 26π§ββοΈ |
| Fun | 820th | 2.333β | 26π§ββοΈ |
| Innovation | 744th | 2.74β | 27π§ββοΈ |
| Theme | 761th | 2.75β | 26π§ββοΈ |
| Graphics | 747th | 2.68β | 27π§ββοΈ |
| Humor | 667th | 1.69β | 23π§ββοΈ |
| Mood | 827th | 2.348β | 25π§ββοΈ |
| Given | 20π³οΈ | 24π¨οΈ |
In my opinion, it would be better to add points on the map showing where resources should be picked up and delivered, so the player can plan railway construction around that.
It would also be cool to add different types of transport, like passenger and freight.
Towns around the map with various resources and demands was indeed the plan. The current cargo destinations is a nasty last minute hack to make it at least do something.
Some tutorialisation could have gone a fair way, but I appreciate that this is a pretty impressive system that probably wouldn't have left you much time for any frills!
And I totally get following the tracks must have been difficult. For my game I simply used a tile-based approach so my trains could use A*-star pathfinding - bit wonky but it worked until I needed to implement reverse signals (I finished the first day in a foul mood after my reversing trains decided to go off-track and disappear into the bushes). How did you implement your path following logic?